I can't tell you how many times I have been on losing teams with extremely higher scores then the team winning. This could make a shitty commanded team with skilled players better then an average team with a good comm. Is that something you want? Also would break escort even more.
So you're saying the team becomes less reliant on the commander, and if the comm is fail, the whole team doesn't lose out? 'Cos that's what it sounds like yer sayin'. Perhaps the wage does need tweaking, but not overly so - you'd need 60 points at 10 res per point to get a tank, you need 30 points at 20 res per point. I think you could decrease map res, and make sure that awful scaling is fixed so 20vs20 + teams don't get 500 res every minute, or whatever it is.
A last idea for the wages: Don't make them personal. Assign them to squads. Squad members earn resources for their squad and every squad member will use them like personal wages. Squad leader has control over the squad and therefore also over the resources by kicking members and locking the squad. Ideal use for this will be for example that your squad is fighting at a chokepoint while one squad member gets an APC from the earned wages.
1) Squad 'A' now has 4k resources. 2) Squad 'A' has one extra slot open 3) ASSHAT joins squad 'A' and buys tank using squad 'A's res and then leaves squad.
Therefore you can lock the squad. Beside of this some numbers of one round of duststorm: 15 vs 15 normal mixture of player skills (and Mashav) Scoreboard: http://i35.tinypic.com/156prv6.jpg NF had about half of the refineries all the time Building costs: 4 barracks (800), 3 vehicle factories (1200), 1 radar (600), 6 refs (600), walls + turrets (300) = 3500 Tank costs: 3 APC paper (795), 1 LT paper (460), 2 APC regen (820), 4 LT regen (2300), 1 APC regen bio MG: (500 ) = 4875 Research: Bio (250), Regen (450), Bio Diesel (325), Bio MG (500+400) = 1925 Points from all players and resources left: after 5 Min --> 69 points 2700 resources left after 10 Min --> 151 points 2700 resources left after 14 Min --> 218 points 1490 resources left (NF won by walling in enemy CV) Total resources: 11790 Additional resources from wages: 3270 (20 res per point, 75% usage) --> too much in my opinion When you really want wages without changing the resource flow then I would suggest these numbers: 10 res per point (75% usage)--> 1635 res Refinery multiplier 0.9 --> 10611
I agree it does have more potential then individual wages but, should you be kicked out of the squad for what ever reason (duche lead, revive others...), you have just lost all the hard work you just put into the pool of wages.
Yes, a lot, because I don't want a good team losing because of a shitty comm. No it doesn't and no it isn't.
Having resource based on squads will not work unless everyone is not only forced into a squad, but also forced to work together as a squad. While this may sound like a boon; I have never been an advocate of giving any more advantages to well played squads than there already are. The reason being, this will only widen the effectiveness gap between poor players and adept players, or rather groups of communicative experienced players, who already are overpowered.
We could combine the two - have a lower wage but also have squad res. There's a little problem though..this approach probably won't help solve much, sadly.
Giving different wages depending on what action performed is a silly idea. Right now wages are awarded for skill points. If skill points don't accurately reflect the effort involved, then fix skill points. Squad res is a stupid idea. Instead, add a method to transfer resources, where the button must be held down with appropriate delay to prevent accidental gifts. Alternatively, add the button to the score board.
Just found this script file: http://raegquit.com/EmpSVN/sourcemod_dir/scripts/rankpoints.txt There you see that you also get 200 res when you are promoted. Together with the normal 20 res for every skill point this will finally add 40 res for every skill point. :eek: Is the new plan to have tankwars on every map? Developers please have a look on the detailed analysis of one round: http://forums.empiresmod.com/showpost.php?p=320233&postcount=45 Apply max. 10 res for every skill points without extra resources when you are promoted. Also set the default refinery multiplier to 0.9 when you want to keep the current resource flow.
If the server could track the total res spent every map and store it based upon map name in a database, the devs could find some meaningful data to use to examine whether it is too much or too little res, or how much res people would actually get. No offense, but those numbers don't seem to have any significance, rather they were just pulled out of nowhere.
Make squad wage = squad points. Make squad powers more expensive. Buy a tank, or spam arty strike. Your choice.